Fernleaf Ivy_
|
I will open and step aside once everybody is set to go. Is it locked? Do I hear anything behind it? Is it hot to the touch?
Perception: 1d20 + 6 ⇒ (11) + 6 = 17
Does anyone have Detect Undead? Or Detect Evil? I would request any AOE magic user types get big offensive spells ready. Tanks to the front.
If anybody is down any HPs, sing out now cuz we want to be ready.
| GM Pablo |
Fernleaf finds nothing unusual about the door and no traps. He has no place to step aside here, but opens the door and lets Anaba step in front of him.
One half of this lofty chamber has a lowered floor, with stairs on either side to reach the bottom. Standing opposite the door is a tall wooden statue of Kassen grasping a gigantic wooden shield in each hand. One of the shields is inscribed with the word “home,” while the other reads “family.”
There is a door on the North wall and stairs going down on the west wall.
Fernleaf Ivy_
|
I will look, scope, check, bob, weave and dance a thiefly jig with my hairy feet.
I will dance the jig prior to the other actions.
Perform: 1d20 + 1 ⇒ (7) + 1 = 8
Then I will check for the expected traps which are glowing magically. I want to try to really figure this lock out, even if I need to take time to do so. I expect the lock is trapped and want to compare it to any keys we might have. Is it locked to begin with?
Perception: 1d20 + 6 ⇒ (1) + 6 = 7
Someone with a lot of hit points (or someone expendable) should try to open the door if I have no success.
I am waiting to do my Disable Device roll intentionally because I firmly expect to be shocked, stunned or otherwise misused should I touch the thing in a way as to activate it (fail my roll).
| GM Pablo |
aren't the assist rules not so helpful? Don't you have a better chance with two separate rolls?
The best chance of success is to get as many people who can assist to do that then roll. If you fail you can assist them.
Alternately this is most helpful when not in a hurry:
Taking 10: When your character is not in immediate danger or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn't help.
Taking 20: When you have plenty of time, you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, if you roll a d20 enough times, eventually you will get a 20. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20.
Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes 20 times as long as making a single check would take (usually 2 minutes for a skill that takes 1 round or less to perform).
Since taking 20 assumes that your character will fail many times before succeeding, your character would automatically incur any penalties for failure before he or she could complete the task (hence why it is generally not allowed with skills that carry such penalties). Common “take 20” skills include Disable Device (when used to open locks), Escape Artist, and Perception (when attempting to find traps).
So you have 14 +2 = 16 for the assist from Buchart. (Buchart can roll as well and you assist if you want to try to get a higher result which could potentially provide more info.
Sekkim with he help from Buchart recognizes the statue as a Wood Golem which is a Large sized construct and potentially dangerous foe. It seems to not be activated at the moment.
Sekkim considers the Golem and takes a sip of brandy as Fernleaf dances about asking for help with the door adjacent to the Wood Golem. Fernleaf stops dancing then prepares to look for traps.
GM Stuff: 1d20 + 11 ⇒ (13) + 11 = 24
Cela notices something is not right with the stairs going down toward the Golem.
Between the warning from Sekkim on the Wood Golem and Cela on the stairs Fernleaf stops short before rushing to check the door. I backed you up to the top of the stairs
Buchart
|
What about the floor between the two sets of stairs just in front of the statue/golem? Anybody want to just jump down there in front of the big guy? What? No takers?
I will also make a Knowledge roll of my own to see if we can learn more from what we see.
Knowledge Arcana: 1d20 + 6 ⇒ (4) + 6 = 10
Nope. Nothing to see here! Ugh!
Sekkim
|
Step into the sword-statue hallway with one foot and see if it starts swinging again. If not, creep in a bit. If it's still safe, travel through the dungeon until I reach Roldare's room.
Roldare, we've got a bit of a situation I was hoping you could advise on. There's a giant wooden statue of Kessan that we think could be dangerous if you don't handle it right. He's got a shield in each hand, and one says "home" and the other says "family". We think that's supposed to be a clue to us to do something to bypass that room.
In another room there's a mural of Kassen defeating some mercenaries. In that picture, Kassen and the mercenary leader are wearing odd gold medallions. There's a stone bench in front of it. We think there's something you can do in that room that disarms the traps in a later room.
These puzzles were designed as a challenge to people from Kassen of your generation. I can't figure out for the life of me why the mayor didn't just give us a list of instructions so we could get past these elaborate devices and get on with the rescuing. But he didn't and we're here and that's how it is, and we're a bit stumped out here. You could help us out a lot. Does your upbringing in Kassen, or any stories you heard during that time, give you any insight into these puzzles?
Buchart
|
How far is the drop of the stairs?
Well, we've taken on constructs before. Maybe if we're quick we can all get through the door before it kills any of us. We can just destroy it. It's made of wood.
I guess the quandry here is, do we want to save what someone might call a holy place, or do we want to save the girl? Or both?
Lets do something, though!
Buchart
|
I say we slide, fight, then fly!
Anaba and I can slide down and get his attention with Fernleaf right behind with the key. While this is happening, Cela, Sekkim and Rolande give missle fire to try to make it cover itself. Then they slide. By the time they are down, Fernleaf should have the door open. We then slip out the door. Also, if we're quick, the big guy will only get one round of attacks, which will most likely be at Anaba and myself!
What say you, my valiant friends?
Sekkim
|
Sekkim wanders back in
I've been thinking and there are lots of pairs of things in this place. Pairs of stairs, pairs of shields, pairs of doors. And focus on teamwork. Maybe we're supposed to throw an item at each shield at the same time? Maybe the arrows wouldn't have gone off if we had open both entrances at the same time? Hard to say.
I have some trepidation about this new plan, but I'm game if everyone else is.
Sekkim
|
Regarding the spinning column arrow room, I wonder if you open both doors at the same time if the column still spins up. The other door is stuck now but maybe it isn't if you open it from each side.
As for this one, we could just throw something at the two shields. Apparently, we wouldn't be the first.
Golems are dangerous. Powerful mages make them, and they wouldn't bother if they were easy to knock over. Or maybe I'm overthinking this. Who knows. I confess confusion.
GMPablo
|
You try to open both doors at the same time in the room of 1000 arrows.
The east door opens, but the west door stays firmly closed. The column starts spinning and you rush around the corner, the door slams shut and the arrows start flying. The column spins down.
Perception: 1d20 + 3 ⇒ (20) + 3 = 23
You notice a few things with this last attempt.
1. The floor is covered in arrows
2. The column looks like more than 1/2 of the arrows are gone.
3. The barred western door is probably a 1 way door that only opens from the inside of the room.